Under water combat update?
Is there something wrong with underwater combat? Care to elaborate on what needs to be “updated”? Some detail would be helpful.
“The best defense is a strong offense.”
well i know not many people like underwater combat and ive seen threads where arena net has said “Your feed back will be given back to the team”. so my quesion was does any one know of any official news about nder water combat changes.
Nothing specific that I can find.
Thieves’s #5 skill imbalanced (Shadow Assault?) in underwater PVP
miss miss miss miss miss miss
Thieves’ #3 skill made me like underwater combat. Hit 3 and counter a group of enemies.
Yak’s Bend
Lincoln Force [BOMB]
engineers have a really weird skill, you throw 3 bombs and they do around 750 damage per bomb. and it has a 2.5 second cooldown for mem kinda op
I believe they have said something about balancing underwater combat but don’t have any quotes for you.
And wouldn’t it be nice if they fixed that invulnerability issue with mobs including some skill point bosses underwater, like that winged creature in Mt Maelstorm or Timberline Falls, not sure which. I had that boss down to 1/3 of HP no less than 3 times and each time he would run away fully heal then come back at me till he finally killed me. The thing is, its not even a big area, a small lava cave underwater and I basically stayed in one spot where I first challenged him, but he still kept running away from me far enough to go invulnerable fully heal and only when he was full health would come back to attack me again. I was only able to complete the skill point on the next day, when another person came along and we basically pinned him to the wall.
But I see this all the time u/water and Orr is notorious for it. It often happens on land too but not as frequently as u/water. Put it this way, u/water combat was one the tings I really looked forward to in gw2 and at the beginning, I actually loved it. Then came the Invulnerability thing and it spoiled it for me to a point where i now dread going underwater. So hopefully they’ll fix this soon, so I can enjoy u/water exploration once again.
And wouldn’t it be nice if they fixed that invulnerability issue with mobs including some skill point bosses underwater, like that winged creature in Mt Maelstorm or Timberline Falls, not sure which. I had that boss down to 1/3 of HP no less than 3 times and each time he would run away fully heal then come back at me till he finally killed me. The thing is, its not even a big area, a small lava cave underwater and I basically stayed in one spot where I first challenged him, but he still kept running away from me far enough to go invulnerable fully heal and only when he was full health would come back to attack me again. I was only able to complete the skill point on the next day, when another person came along and we basically pinned him to the wall.
But I see this all the time u/water and Orr is notorious for it. It often happens on land too but not as frequently as u/water. Put it this way, u/water combat was one the tings I really looked forward to in gw2 and at the beginning, I actually loved it. Then came the Invulnerability thing and it spoiled it for me to a point where i now dread going underwater. So hopefully they’ll fix this soon, so I can enjoy u/water exploration once again.
Oh my god, F invulnerable enemies. I hate it so much!
Yak’s Bend
Lincoln Force [BOMB]
underwater combat has two issues: everyone becomes ultra squishy in it (partially because they apparently get rid of your helmet and replace it with those crappy aqua breathers that you can’t get anywhere), and movement is completely broken in it. mobs will get inside walls (hi HotW explorable), evasive skills (such as thief spear #2) are completely random.
Is there something wrong with underwater combat? Care to elaborate on what needs to be “updated”? Some detail would be helpful.
Oh i dont know…..maybe since a warrior can take on 3 enemys with just auto swing on land…….but underwater in the same circumstances he would get demolished…..
It’s true that Underwater isn’t as fun as intended. On land I can take 5 enemies, and survive even if I get downed. Underwater I can only take 4 enemies and if I get downed I dont stand a chance.
Since the upcomming major patch looks very water themed, I’m expecting some major fixes in underwater combat allong with it.
My biggest issue with underwater combat is the invulnerability issue as stated by others. I can be fighting an enemy as normal, and they suddenly decided because I’m not on the same plane to go invincible, start healing, and meander away back to where they came from, beginning the process of killing them anew. This is the primary issue I have with underwater combat, and why avoid it, despite the awesomeness of whirlpool (even after the nerf).
Steps in water AAARGH IT BURNS, I avoid water like the plague in this game.
My problem with underwater combat is I’ll start fighting one mob then all of a sudden I’ll be fight 3 or 4 mobs. I’ll being saying… where did these guys come from? lol
The main problem with underwater combat is that mobs need to be both more spaced out and have reduced aggro range than on land due to the three dimensional map and reduced visibility of the player. Currently, that doesn’t seem to be the case and it makes underwater exploration/combat more tedious and difficult than it should be.
The main problem with underwater combat is that mobs need to be both more spaced out and have reduced aggro range than on land due to the three dimensional map and reduced visibility of the player. Currently, that doesn’t seem to be the case and it makes underwater exploration/combat more tedious and difficult than it should be.
Agreed, and a couple of other things.
1. Underwater combat needs to be sped up considerably. Some enemies take far too long to die, and it makes combat tedious.
2. Utilities that don’t currently work underwater need to have underwater versions.
Any chance of a fix for this bug before the first new zone releasing this weekend… being a WATER zone for some large part I’m sure…??? AN sometimes I don’t get you :-/
Edit: “This bug” being the mob-going-invulnerable-and-returning-to-spawn-and-sometimes-healing… while player does NOT get to heal because they’re still in combat…. the one we’ve all experienced but AN is pretending doesnt exist.
(edited by Rune Jairusion.4610)
I sure hope they updated that sorry excuse for an engineering weapon, can’t keep up with anyone and it’s so full of secondary button mashes you basically have to have fantastic eyesight to hit anything. I vote they revamp that and give us the option to make the potion effects center on the engineer in an AOE bubble that would make things a bit easier.
The grenade kit is okay (tho I wish it would work that well on land) but if you’re not specced for it it doesn’t do much so you end up throwing 34 grenades when usually in RL 2 would do enough damage to kill. (heck 1 would but that’s another post entirely)
The issue with underwater combat is that it shouldn’t exist at all.
I sure hope they updated that sorry excuse for an engineering weapon, can’t keep up with anyone and it’s so full of secondary button mashes you basically have to have fantastic eyesight to hit anything. I vote they revamp that and give us the option to make the potion effects center on the engineer in an AOE bubble that would make things a bit easier.
The grenade kit is okay (tho I wish it would work that well on land) but if you’re not specced for it it doesn’t do much so you end up throwing 34 grenades when usually in RL 2 would do enough damage to kill. (heck 1 would but that’s another post entirely)
even without grenadier, underwater grenades are better than anything else. If you are using the harpoon gun you are doing it very wrong.
Here’s to hoping for sanity @ AN and some changes in this update……..